OpenAIRE is about to release its new face with lots of new content and services.
During September, you may notice downtime in services, while some functionalities (e.g. user registration, login, validation, claiming) will be temporarily disabled.
We apologize for the inconvenience, please stay tuned!
For further information please contact helpdesk[at]

fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
Ortiz de Gortari, AB; Pontes, HM; Griffiths, MD (2015)
Publisher: Mary Ann Liebert, Inc. publishers
Languages: English
Types: Article
A variety of instruments have been developed to assess different dimensions of playing videogames and its effects on cognitions, affect, and behaviors. The present study examined the psychometric properties of the Game Transfer Phenomena Scale (GTPS) that assesses non-volitional phenomena experienced after playing videogames (i.e., altered perceptions, automatic mental processes, and involuntary behaviors). A total of 1,736 gamers participated in an online survey used as the basis for the analysis. Confirmatory factor analysis (CFA) was performed to confirm the factorial structure of the GTPS. The five-factor structure using the 20 indicators based on the analysis of gamers’ self-reports fitted the data well. Population cross-validity was also achieved and the positive associations between the session length and overall scores indicate the GTPS warranted criterion-related validity. Although the understanding of GTP is still in its infancy, the GTPS appears to be a valid and reliable instrument for assessing non-volitional gaming-related phenomena. The GTPS can be used for understanding the phenomenology of post-effects of playing videogames.
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

    • 2. Sprong M, Buono F, Bordieri J, Mui N, Upton T. Establishing the Behavioral Function of Video Game Use: Development of the Video Game Functional Assessment. Journal of Addictive Behaviors, Therapy & Rehabilitation. 2014; 6:2-6.
    • 3. Yee N. Motivations for play in online games. Cyberpsychology & Behavior. 2006; 9:772-5.
    • 4. Witmer BG, Singer MJ. Measuring presence in virtual environments: A presence questionnaire. Presence. 1998; 7:225-40.
    • 5. Wang CKJ, Liu WC, Khoo A. The Psychometric Properties of Dispositional Flow Scale-2 in Internet Gaming. Current Psychology. 2009; 28:194-201.
    • 6. Brockmyer JH, Fox CM, Curtiss KA, McBroom E, Burkhart KM, Pidruzny JN. The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing. Journal of Experimental Social Psychology. 2009; 45:624-34.
    • 7. Bouchard S, Robillard G, Renaud P. Revising the factor structure of the Simulator Sickness Questionnaire. Annual Review of CyberTherapy and Telemedicine. 2007; 5:128-37.
    • 8. Kennedy RS, Lane NE, Berbaum KS, Lilienthal MG. Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness. The International Journal of Aviation Psychology. 1993; 3:203-20.
    • 9. Yee N, Ducheneaut N, Nelson L. Online gaming motivations scale: development and validation. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems: ACM; 2012. p. 2803-6.
    • 10. Lafrenière M-AK, Verner-Filion J, Vallerand RJ. Development and validation of the Gaming Motivation Scale (GAMS). Personality and Individual Differences. 2012; 53:827-31.
    • 11. Sprong M, Buono F, Bordieri J, Mui N, Upton T. Establishing the Behavioral Function of Video Game Use: Development of the Video Game Functional Assessment. Addictive Behaviors, Therapy & Rehabilitation. 3: 4. of. 2014; 6:2.
    • 12. Lewis ML, Weber R, Bowman ND. “They May Be Pixels, But They're MY Pixels:” Developing a Metric of Character Attachment in Role-Playing Video Games. Cyberpsychology & Behavior. 2008; 11:515-8.
    • 13. Li DD, Liau AK, Khoo A. Player-Avatar Identification in video gaming: Concept and measurement. Computers in Human Behavior. 2013; 29:257-63.
    • 14. Demetrovics Z, Urbán R, Nagygyörgy K, et al. The Development of the Problematic Online Gaming Questionnaire (POGQ). PloS one. 2012; 7:e36417.
    • 15. Vadlin S, Åslund C, Nilsson KW. Development and content validity of a screening instrument for gaming addiction in adolescents: The Gaming Addiction Identification Test (GAIT). Scandinavian Journal of Psychology. 2015:n/a-n/a.
    • 16. Pontes HM, Griffiths MD. Measuring DSM-5 internet gaming disorder: Development and validation of a short psychometric scale. Computers in Human Behavior. 2015; 45:137- 43.
    • 17. Lemmens JS, Valkenburg PM, Gentile DA. The Internet Gaming Disorder Scale. 2015:n/a-n/a.
    • 18. Fischer P, Greitemeyer T, Morton T, et al. The racing-game effect: Why do video racing games increase risk-taking inclinations? Personality and Social Psychology Bulletin. 2009; 35:1395-409.
    • 19. Barlett C, Branch O, Rodeheffer C, Harris R. How long do the short-term violent video game effects last? Aggressive Behavior. 2009; 35:225-36.
    • 20. Hasan Y, Bègue L, Bushman BJ. Viewing the world through “blood-red tinted glasses”: The hostile expectation bias mediates the link between violent video game exposure and aggression. Journal of Experimental Social Psychology. 2012; 48:953-6.
    • 21. Ferguson CJ. Evidence for publication bias in video game violence effects literature: A meta-analytic review. Aggression and Violent Behavior. 2007; 12:470-82.
    • 22. Ritter D, Eslea M. Hot sauce, toy guns, and graffiti: A critical account of current laboratory aggression paradigms. Aggressive Behavior. 2005; 31:407-19.
    • 23. Ferguson CJ, Rueda SM. Examining the validity of the modified Taylor competitive reaction time test of aggression. Journal of Experimental Criminology. 2009; 5:121-37.
    • 24. Anderson CA, Bushman BJ. External validity of" trivial" experiments: The case of laboratory aggression. Review of General Psychology. 1997; 1:19.
    • 25. Potter JW. (2012) Media Effects. Santa Barbara: Sage Publication, Inc.
    • 26. Ortiz de Gortari AB. Exploring Game Transfer Phenomena: A multimodal research approach for investigating video games' effects (Unpublished doctoral dissertation). Nottingham, UK: Nottingham Trent University; 2015.
    • 27. Ortiz de Gortari AB, Griffiths MD. Automatic mental processes, automatic actions and behaviours in Game Transfer Phenomena: An empirical self-report study using online forum data. International Journal of Mental Health and Addiction. 2014; 12:1-21.
    • 28. Ortiz de Gortari AB, Griffiths MD. Altered visual perception in Game Transfer Phenomena: An empirical self-report study. International Journal of Human-Computer Interaction. 2014; 30:95-105.
  • Inferred research data

    The results below are discovered through our pilot algorithms. Let us know how we are doing!

    Title Trust
  • No similar publications.

Share - Bookmark

Cite this article

Cookies make it easier for us to provide you with our services. With the usage of our services you permit us to use cookies.
More information Ok